Lines Matching defs:indirect
116 v3dv_cl_destroy(&job->indirect);
143 list_for_each_entry_safe(struct v3dv_bo, bo, &job->indirect.bo_list, list_link) {
155 v3dv_cl_destroy(&job->indirect);
711 v3dv_cl_init(job, &job->indirect);
1644 clone_bo_list(cmd_buffer, &clone_job->indirect.bo_list,
1645 &job->indirect.bo_list);
2433 bool indexed, bool indirect)
2449 if (indirect && (buffer_access & VK_ACCESS_INDIRECT_COMMAND_READ_BIT))
2518 bool indexed, bool indirect)
2553 indexed, indirect)) {
3608 /* Make sure the GPU is not currently accessing the indirect CL for this
3611 v3dv_bo_wait(job->device, job->indirect.bo, PIPE_TIMEOUT_INFINITE);
3616 * BO space for our indirect CL.
3618 assert(info->wg_uniform_offsets[i] >= (uint32_t *) job->indirect.base);
3619 assert(info->wg_uniform_offsets[i] < (uint32_t *) job->indirect.next);
3797 /* We can't do indirect dispatches, so instead we record a CPU job that,
3798 * when executed in the queue, will map the indirect buffer, read the
3811 * and we will rewrite the parts we need at submit time if the indirect